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  • remote loading, mesh/object editing, dynamic lighting, local caching — possible?

Hello.

I have a small project in mind that hinges upon the ability to do all of the following in game: 1. Connect to an arbitrary server on the Internet and download arbitrary data 2. Use the data to programatically construct a scene 3. Light the scene from arbitrary directions (e.g. simulate suns, moons, and streetlights) 4. Have 'decent' quality shadows appear dynamically 5. Be able to edit the mesh representing the terrain (e.g. raise or lower heights) 6. Be able to edit the objects in the scene (e.g. create, place, resize, deform, recolour, or retexture) 7. Connect to the server and upload the altered meshes/objects (i.e. save changes online) 8. Cache/save arbitrary amounts of data to the local file system (i.e. save changes locally)

I guess you could summarise the above and call it a "scene editor with local and remote persistence"?

Anyway, I was wondering: Is it currently possible to do ALL of the above in Godot 3.0?

I'm not asking how to do any of the above — I can learn that later. At this point I'd just like to know if any deal-breakers exist which would make the attempt futile.

Opinions and insights would be welcome.

Cheers!

2 months later

Answers (with some additional info): 1. You can make HTTP requests: docs.godotengine.org/en/latest/tutorials/networking/index.html. So, yes 2. You can instantiate and add nodes to scenes, so yes 3. Light is a node, so yes. You might want to tune environment settings, but still possible programatically 4. 3D and 2D nodes can cast shadows (again, might need fine tuning), so yes 5. Yes: docs.godotengine.org/en/3.0/tutorials/3d/mesh_generation_with_heightmap_and_shaders.html 6. As above, yes 7. Yes, see number 1 8. Yes: docs.godotengine.org/en/3.0/tutorials/io/index.html

11 days later